public GetFloat ( string propertyName ) : float | ||
propertyName | string | The name of the property. |
return | float |
public float GetFloat(string propertyName)
{
return this.GetFloat(Shader.PropertyToID(propertyName));
}
Material::GetFloat ( int nameID ) : float |
private static bool ProcessTransparency(UnityEngine.Material mat, GLTF.Schema.Material material) { if (!mat.HasProperty("_Mode")) { return(false); } switch ((int)mat.GetFloat("_Mode")) { // Opaque case 0: material.AlphaMode = AlphaMode.OPAQUE; return(false); // Cutout case 1: material.AlphaMode = AlphaMode.MASK; material.AlphaCutoff = mat.GetFloat("_Cutoff"); break; // Transparent case 2: case 3: material.AlphaMode = AlphaMode.BLEND; break; } return(true); }